basic functions

This commit is contained in:
ProgramSnail 2021-04-14 23:50:31 +03:00
parent ebd4671c49
commit 3eac12c387

View file

@ -3,12 +3,13 @@ import random
import time
import copy
MAP_POS_X = 10
MAP_POS_Y = 1
MAP_POS_X = 16
MAP_POS_Y = 2
PLAYER = 'P'
MONSTER = 'M'
EMPTY = ' '
DOOR = '?'
DOOR = '>'
MARK = '!'
WALL = '#'
@ -20,6 +21,8 @@ WEAPON_COLOR = 5
HIGHLIGHTED_COLOR = 6
PLAYER_COLOR = 7
DOOR_COLOR = 8
MONSTER_COLOR = 9
ADD_HEALTH_COLOR = 10
def begin_curses():
@ -28,7 +31,7 @@ def begin_curses():
curses.cbreak()
curses.curs_set(0)
stdscr.keypad(True)
stdscr.nodelay(True)
#stdscr.nodelay(True)
curses.start_color()
@ -38,14 +41,16 @@ def begin_curses():
curses.init_pair(GOLD_COLOR, curses.COLOR_YELLOW, curses.COLOR_BLACK)
curses.init_pair(WEAPON_COLOR, curses.COLOR_CYAN, curses.COLOR_BLACK)
curses.init_pair(HIGHLIGHTED_COLOR, curses.COLOR_CYAN, curses.COLOR_BLACK)
curses.init_pair(PLAYER_COLOR, curses.COLOR_BLUE, curses.COLOR_WHITE)
curses.init_pair(DOOR_COLOR, curses.COLOR_GREEN, curses.COLOR_BLACK)
curses.init_pair(PLAYER_COLOR, curses.COLOR_BLACK, curses.COLOR_WHITE)
curses.init_pair(DOOR_COLOR, curses.COLOR_BLUE, curses.COLOR_BLACK)
curses.init_pair(MONSTER_COLOR, curses.COLOR_RED, curses.COLOR_BLACK)
curses.init_pair(ADD_HEALTH_COLOR, curses.COLOR_GREEN, curses.COLOR_BLACK)
return stdscr
def end_curses(stdscr):
stdscr.nodelay(False)
#stdscr.nodelay(False)
stdscr.keypad(False)
curses.curs_set(1)
curses.nocbreak()
@ -53,40 +58,52 @@ def end_curses(stdscr):
curses.endwin()
#!! add cellular automata !!
"""
def gen_map_step(map):
tmp_map = copy.deepcopy(map)
pass
"""
#!! needed to add cellular automata !!
def generate_map(map, sz_x, sz_y, map_symbols):
rand_sum = 0
for symbol in map_symbols:
rand_sum += symbol[1]
for i in range(0, sz_x):
for i in range(sz_x):
map.append([])
for j in range(0, sz_y):
if i == 0 or j == 0 or i == \
sz_x - 1 or j == sz_y - 1:
map[i].append((WALL, WALL_COLOR))
continue
x = random.randint(1, rand_sum)
for symbol in map_symbols:
x -= symbol[1]
if x <= 0:
map[i].append(symbol[0])
break
for j in range(sz_y):
if i == 0 or j == 0 or i == sz_x - 1 or j == sz_y - 1:
map[i].append([WALL, WALL_COLOR])
else:
x = random.randint(1, rand_sum)
for symbol in map_symbols:
x -= symbol[1]
if x <= 0:
map[i].append(symbol[0])
break
def map_mark_dfs(map, i, j):
if map[i][j][0] != EMPTY:
return []
positions = [(i, j)]
directions = [
[1, 0],
[-1, 0],
[0, 1],
[0, -1]
]
map[i][j] = (MARK, SIMPLE_COLOR)
for d in directions:
if len(map) > d[0] + i and d[0] + i >= 0 and \
len(map[i + d[0]]) > d[1] + j and d[1] + j > 0:
positions += map_mark_dfs(map, i + d[0], j + d[1])
# walls on all sides, then no check needed there
new_positions = map_mark_dfs(map, i + d[0], j + d[1])
for pos in new_positions:
positions.append(pos)
return positions
@ -94,18 +111,21 @@ def map_mark_dfs(map, i, j):
def generate_doors(map):
doors = []
tmp_map = copy.deepcopy(map)
for i in range(len(tmp_map)):
for j in range(len(tmp_map[i])):
if tmp_map[i][j][0] == EMPTY:
map_mark_dfs(tmp_map, i, j)
map[i][j] = (DOOR, DOOR_COLOR)
doors.append((i, j))
map[i][j] = [DOOR, DOOR_COLOR]
doors.append([i, j])
return doors
def random_direction():
k = random.randint(0, 3)
return (((k % 2) * 2 - 1) * (k // 2),
((k % 2) * 2 - 1) * (1 - k // 2))
return [((k % 2) * 2 - 1) * (k // 2),
((k % 2) * 2 - 1) * (1 - k // 2)]
def generate_monsters(map, rand_range, rand_monster):
@ -115,7 +135,7 @@ def generate_monsters(map, rand_range, rand_monster):
if (map[i][j][0] == EMPTY):
if random.randint(1, rand_range) <= rand_monster:
monsters.append(((i, j), random_direction()))
monsters.append([[i, j], random_direction()])
# position, move direction
return monsters
@ -123,21 +143,39 @@ def generate_monsters(map, rand_range, rand_monster):
def move_monsters(map, monsters):
for i in range(len(monsters)):
pos = monsters[i][0] + monsters[i][1]
if map[pos[0]][pos[1]] == EMPTY:
elif map[pos[0]][pos[1]] == PLAYER:
pos = [0, 0]
pos[0] = monsters[i][0][0] + monsters[i][1][0]
pos[1] = monsters[i][0][1] + monsters[i][1][1]
if map[pos[0]][pos[1]][0] == EMPTY:
monsters[i][0] = pos
pass
else:
monsters[i][1] = random_direction()
pass
def damage_player(monsters, player_state):
for m in monsters:
if abs(player_state[0][0] - m[0][0]) + abs(player_state[0][1] - m[0][1]) <= 1:
player_state[1] -= 1
pass
def game_step(map, monsters, player_pos):
if player_pos ==
def game_step(map, monsters, player_state, doors):
#if player_pos == door for any door ?
move_monsters(map, monsters)
damage_player(monsters, player_state)
pass
def draw(stdscr, map, monsters, player_pos):
#stdscr.addstr(MAP_POS_Y - 1, 0, "Items:",
# curses.color_pair(HIGHLIGHTED_COLOR))
def draw(stdscr, map, monsters, player_state):
if player_state[1] <= 0:
stdscr.addstr(max(curses.COLS // 2 - 4, 0),
max(curses.LINES // 2 - 4, 0), "You lose(")
return
stdscr.addstr(MAP_POS_Y - 1, 0, "Lives: " + str(player_state[1]),
curses.color_pair(HIGHLIGHTED_COLOR))
for i in range(len(map)):
stdscr.addstr(MAP_POS_Y - 1, i + MAP_POS_X,
@ -158,16 +196,16 @@ def draw(stdscr, map, monsters, player_pos):
for m in monsters:
stdscr.addstr(m[0][1] + MAP_POS_Y, m[0][0] + MAP_POS_X,
MONSTER, MONSTER_COLOR)
MONSTER, curses.color_pair(MONSTER_COLOR))
stdscr.addstr(MAP_POS_Y + player_pos[1],
MAP_POS_X + player_pos[0], PLAYER,
stdscr.addstr(MAP_POS_Y + player_state[0][1],
MAP_POS_X + player_state[0][0], PLAYER,
curses.color_pair(PLAYER_COLOR))
def input(stdscr): # not work
"""
m = (0, 0)
m = [0, 0]
try:
key = stdscr.getkey()
if key == 'w':
@ -181,25 +219,35 @@ def input(stdscr): # not work
except:
pass
# no input
return m
"""
pass
def move_player(map, player_state, pos_change):
new_player_pos = copy.deepcopy(player_state[0])
new_player_pos[0] += pos_change[0]
new_player_pos[1] += pos_change[1]
if map[new_player_pos[0]][new_player_pos[1]][0] != WALL:
player_state[0] = new_player_pos
def main():
map_symbols = [
((' ', SIMPLE_COLOR), 30),
(('#', WALL_COLOR), 10),
(('$', GOLD_COLOR), 1),
(('&', WEAPON_COLOR), 2),
(('*', WEAPON_COLOR), 1)
[[EMPTY, SIMPLE_COLOR], 30],
[[WALL, WALL_COLOR], 10],
[['$', GOLD_COLOR], 1],
[['/', WEAPON_COLOR], 2],
[['+', ADD_HEALTH_COLOR], 1]
]
stdscr = begin_curses()
map_size = (curses.COLS // 2, curses.LINES // 2)
map_size = [20, 20]
player_pos = (0, 0)
player_state = [[0, 0], 10] # pos, lives
map = []
@ -207,21 +255,24 @@ def main():
doors = generate_doors(map)
player_state[0] = doors[0]
monsters = generate_monsters(map, 100, 7)
main_loop_exception = False
try:
while(True):
stdscr.clear()
game_step(map, monsters, player_pos)
draw(stdscr, map, monsters, player_pos)
stdscr.refresh()
player_pos += input(stdscr)
time.sleep(0.1)
#try:
while(True):
stdscr.clear()
game_step(map, monsters, player_state, doors)
draw(stdscr, map, monsters, player_state)
stdscr.refresh()
pos_change = input(stdscr)
move_player(map, player_state, pos_change)
#time.sleep(0.1)
except:
main_loop_exception = True
#except:
# main_loop_exception = True
end_curses(stdscr)
@ -229,4 +280,4 @@ def main():
print("Error during main loop");
main()
main()